Willow (NES)

Not bad, except for that 8-bit Kevin Pollack. *shudder*

Looking back on the NES library, it’s kind of remarkable how few games really attempted to copy the formula of Nintendo’s 1986’s smash hit The Legend of Zelda. There were no shortage of games riding Super Mario’s platforming coattails but overhead fantasy action-RPG titles never took the console as a whole by storm. SNK’s brilliant 1990 release Crystalis is probably the system’s best-known Zelda protégé and FCI’s 1986 port of Hydlide is sometimes considered to be a “Zelda clone” but this assessment is very much in error, as Hydlide was originally a 1984 release for Japanese computers and likely a Zelda inspiration itself.

One company that did take up the challenge was Capcom, who unleased their NES version of Willow into the world in 1989. Capcom actually released two games based on Ron Howard and George Lucas’ cinematic collaboration, the other being an arcade exclusive action game that played like a more colorful iteration of their Ghosts ‘n Goblins series. I remember that this NES release was pretty well hyped over the course of several issues of Nintendo Power magazine at the time but I never actually played it before this week. It was definitely a pleasant experience and I now count this one right alongside Sunsoft’s Batman in the elite class of licensed NES games worth a damn.

I always enjoyed Willow as a film. It wasn’t until years later that I picked up on the fact that it wasn’t exactly a critical darling at the time of its release. The screenplay was nominated for a Golden Raspberry Award (a mock prize awarded to “the worst in film”) and it was even compared to the infamous Lucas-produced stinker Howard the Duck. Freaking Howard the Duck? Really? That’s just low, man. In reality, it’s a very fun ride featuring likable leads (Warwick Davis is the man), stellar production, thrilling action sequences, and groundbreaking special effects. It also had those goddamn brownies. Those two were just wretched. Still, it’s far from the worst thing going. Oh, well.

The first thing you need to do to enjoy Willow the NES game is forget about all that stuff I just said, because it has basically nothing in common with the movie. Oh, all the main characters are here and your overall goal is still to overthrow the wicked Queen Bavmorda but the plot as a whole is completely new. It’s actually a little surreal if you’re familiar with the source material to see all these elements seemingly mixed-up Mad Libs style. I’ve seen some speculation that Capcom simply took the Willow license and slapped it onto another, unrelated fantasy game that they were already planning or working on. I haven’t seen any concrete confirmation of this but it wouldn’t surprise me one bit. At least they did make the effort of recreating a couple key scenes from the film, such as Willow’s multiple failed attempts to transform the sorceress Fin Raziel back into a human from animal form and the bit where Madmartigan is accidentally dosed with a love potion and falls for the villainous Sorsha.

If you’ve played any overhead action-RPG game before, you’ll be able to hit the ground running here. You move Willow around in eight directions with the directional pad, swing your sword with the B button, and activate whatever magic spell you currently have selected with the A button. You also have a shield which works passively to block frontal attacks as long as you’re not in the middle of swinging your sword. You’ll also find a host of other items that you need to progress the plot but these work automatically from your inventory and don’t need to be manually selected or equipped. Starting out in your home village of Nelwyn, you’re given your first sword and spell along with some basic advice and instructed to head north to the next town.

Willow is not a particularly complex game. In fact, I already pretty much covered everything you need to know above. The forests, mountains, and caves of the world have some twisty maze-like sections that might take some wandering to find your way through but the progression as a whole is very linear, lacking the open world exploration, puzzle solving, and secret finding elements of Zelda. Being told by one NPC that you need to go speak to another in order to get the item you need to move on is about as deep as it goes.

You’ll discover new swords and shields to equip along the way but, with the exception of one sword that has the special power of being able to harm ghost enemies, the only thing that’s different about these is that some have better attack and defense ratings than others. The game does make an interesting attempt at an encumbrance system with its weapons, as each sword has a minimum strength rating needed to use it properly and Willow will attack very slowly if he uses a sword that he’s too weak for. What this really amounts to is that each sword has minimum character level associated with it. If your new weapon is too slow, just put it away until you gain a level or two and then try it again. I don’t know that this adds any actual fun to the proceedings but it is different at least.

The magic system is pretty well handled. You have the usual handful of utility spells for things like healing, exiting dungeons instantly, and “fast travelling” between towns you’ve previously visited as well as attack spells that will freeze, damage, or even destroy enemies outright. There’s also a couple oddball spells in the mix, including one that transforms Willow into a slime monster for disguise purposes and another that will change strong enemies into weaker ones. Since most enemies can be dispatched by Willow’s sword fairly easily, I found myself saving most of my magic points for healing and travel. It is nice to have options, though.

Willow shows off some very impressive graphics and music. The color palette makes fine use of greens and earth tones without becoming too dark or muddy, sprites for Willow and his foes have a lot of detail, and there’s even a pretty fabulous effect when fighting enemies outdoors where every tile of the map will “come alive” and start to animate as if everything is blowing around in a windstorm. Very unique. Another visual highlight are the well-drawn facial portraits displayed for every speaking character in the game. Songs loop a lot and more of them would have been nice but the ones we get are all composed and executed very well, as you would expect from Capcom. The theme from the final dungeon, Nockmaar Castle, is particularly awesome.

In terms of criticism, I do wish that Willow had just a little more going on in it. There are no real branching paths, secrets to discover, or puzzles to unravel during your quest. It’s just a linear trek from point A to point Z. It’s a fun enough trek but it could have been so much more. There’s also a lot of repetition in terms of scenery, almost as if the developers tried to pad out the game some by just sort of “stretching” the game world as a whole. You’ll see a lot of identical screens copied and pasted over and over. There are even occasional instances of the exact same empty screens placed right next to each other. There’s no proper justification for something like that.

Willow might not have depth on its side but it does have accessibility and personality to spare. The mechanics here are very solid and there are no glaring gameplay flaws to speak of. It’s a worthy entry in the genre and very much worth playing for action-RPG fans, even if it does play third fiddle to Zelda and Crystalis on the NES. Best of all, you can’t actually hear the brownies talk this time.

Terranigma (Super Nintendo)

*sniff*

I haven’t played an RPG in quite a long time and I’m glad I chose this one to ease back into the genre. One of the things I like most about the majority of 8 and 16-bit console games is that I can usually complete them fairly quickly and then move on to something else before things get too stale. This is not so much the case with a lot of traditional RPG titles that emphasize constant slow-paced menu-driven battles. Thankfully, 1995’s Terranigma is a breezy action RPG that only took me about 19 hours to complete at a fairly leisurely pace. The combat is stimulating and the game doesn’t spread itself too thin or take up fifty hours of your life just because it can. I really appreciate that.

Also known as Tenchi Sōzō (“The Creation of Heaven and Earth”) in Japan, Terranigma is the third game in a loose trilogy of Super Nintendo action RPGs from developer Quintet that also includes 1992’s Soul Blazer and 1994’s Illusion of Gaia. The three games don’t share any specific characters or plot elements but they do all include many of the same gameplay elements and narrative themes.

Terranigma had the misfortune to release just as publisher Enix was closing down its North American operations, which makes it one of the relatively few Super Nintendo games to see official release in Japan, Europe, and Australia but not over here. It’s a damn shame because this game is a triumph and deserves more than the dubious honor (along with Seiken Densetsu 3) of being remembered as one of the North American SNES’s fabled “lost” RPGs. Thankfully, it’s easy these days to track down a ROM file (or a reproduction cartridge, if you’re an unrepentant physical media snob like me) and experience this gem for yourself.

In Terranigma, you play as a mischievous teenage boy named Ark (although you can change his default name to whatever you like) who lives in the peaceful village of Crysta, along with his adorable purple-haired love interest Elle. Life is pretty peaceful until one fateful day when Ark breaks his way into a forbidden room in the village elder’s house and discovers a literal Pandora’s Box that he (of course) promptly opens. This causes everyone in the village to be frozen in place by a magic spell of some kind except for the elder, who tells Ark that he must leave the village to seek out five mysterious towers and conquer their various challenges in order to restore the cursed villagers to life. Things escalate quickly as Ark soon discovers the shocking truth that the subterranean Crysta appears to be the last surviving human settlement following some sort of cataclysm that laid waste to the surface of the planet. Each of the five eldritch towers he visits causes one of the planet’s sunken continents to be restored to its former place. These revived continents turn out to be very familiar indeed: Eurasia, North America, South America, Africa, and Australia! Ark soon finds himself in the surface world, where he must serve as the catalyst for the resurrection of life and human civilization as he journeys far and wide across this devastated Earth.

Right away it’s clear that you can’t accuse Terranigma of having a rehashed stock JRPG plot. There’s no evil empire to fight and there isn’t even anything resembling a true villain on the scene until well past hour twelve. Ark’s quest is a slow burn driven by the player’s own desire to piece together the enigmatic plot and is really more about the journey and the plethora of memorable people and places you’ll encounter along the way than the purposefully nebulous destination. It’s very similar to Dragon Quest VII in that sense, although it thankfully avoids that game’s glacial pace and extensive backtracking. Ark is also not the standard “silent protagonist” that you’ll find in RPGs from this era and his wisecracking, devil-may-care attitude adds a lot to the game’s charm. As a whole, Terranigma’s story is completely delightful and I won’t be spoiling it here. If you’re in the mood for a complex, unorthodox narrative laden with challenging themes and a blend of sparkling humor and touching warmth, Terranigma is for you.

The gameplay also doesn’t disappoint, as this game features some of the most nuanced and well thought out combat mechanics seen in an action RPG of its generation. Ark can walk and run in eight directions, unleash five different attacks with his weapon (a spear), and, most crucially, jump. The variety of distinct attacks available is uncommon enough but the ability to jump is what really sets Terranigma’s combat apart from that seen in other action RPGs like Legend of Zelda: A Link to the Past, Secret of Mana, and even Quintet’s own earlier efforts like Illusion of Gaia. You’ll also unlock additional movement options like swimming and cliff scaling through the acquisition of key items during gameplay but these are mainly useful for exploration and don’t impact the combat. Overall, fighting enemies in Terranigma feels faster, richer, and generally more fun than it does in most other games of its kind.

Being an RPG, there’s also the requisite magic system but I can’t say I cared all that much for it. Terranigma’s magic is effective, no doubt, and the various spell animations look and sound awesome. The main issue I had is that you simply don’t need any of it! The game’s difficulty is such that just beating down everything in your way with your weapons is both quicker and more enjoyable. Here’s a basic rundown: You find crystals called “magirocks” scattered throughout the game world. They work sort of like bottles for holding the spells of your choice until you decide to use them. You need to go to a magic shop, pay money to have them filled with magic, and then bring them back for recharging as they’re used. See the issue here? You can either trek back to the magic store over and over to spend money refilling your magirocks or you can just…not, since beating on the bad guys is more efficient and more exciting. Ultimately, I can forgive Terranigma for this rather lackluster system, however. Balancing the magic system in an action RPG seems to be one of the trickier aspects of the design process. Look no further than Square’s Secret of Mana, where the most effective combat strategy involves repeatedly pausing the game to select attack magic from the menu over and over again until whatever you’re fighting explodes. Not exactly the pinnacle of great action. It’s far better for the magic in a game like this to be unnecessary than overpowering.

Terranigma’s final distinctive gameplay element is a bit of a distant callback to Quintet’s own ActRaiser: Town building. Doing sidequests for villagers will actually alter the game world by facilitating technological advancement and international trade. Villages can become towns and towns cities. It’s a fairly minor aspect of the game in that it won’t alter the main storyline or ending but it’s a lot of fun to see the results of your actions and choices take such a tangible form on the world map.

When it comes to presentation, Terranigma is practically unrivalled on the system. Sprites are larger and animations are smoother than they were in most earlier action RPGs, the backgrounds are lushly detailed, and the cinematic cut scenes accompanying the gradual resurrection of the world are easily some of the most elaborate and beautiful ever conceived up to that time. The breathtaking score belongs in the pantheon of all-time 16-bit greats like Chrono Trigger and Final Fantasy VI. It really is that good. The music has that chunky synth orchestra sound that SNES RPGs are famous for and the compositions are soulful and inspired.

There are a couple flaws worth mentioning. As I alluded to earlier, Terranigma is a pretty easy game. That might sound like a plus for some players but I really do think the enemies could have been made just a bit tougher, as it would have bolstered the game’s underwhelming magic system by rendering it a tad more useful. I also got the impression that the game’s best levels were concentrated in its first half, with later dungeons feeling markedly less detailed and innovative.

This is really minor stuff, though. Terranigma is a resounding masterpiece and a must play title. Quintet’s games always had great artwork and music paired with rock solid gameplay but that’s not why I think they’re remembered. No, I think it’s because Quintet was never afraid to introduce big ideas into their games in small ways. Death, rebirth, religion, the nature of good and evil, the paradoxical fragility and resilience of life, the dangers of pride and greed: Quintet didn’t just lecture us about these things, they actually showed us different aspects of them through meetings with unforgettable characters and then left us to draw our own conclusions. They didn’t hold back but they still somehow managed to do it with restraint. They gave their audience credit at a time when games were considered child’s play.

Nothing illustrates this better that Terranigma’s absolutely heartrending ending. I wouldn’t dream of spoiling it here but I will say that it’s the most pitch-perfect bittersweet coda I’ve ever experienced in a game. I actually shed a tear or two and no game has ever made me do that before in my 3.5 decades of play. It’s easily my favorite game ending ever.

This is why Quintet’s body of work will never be forgotten.

Zelda II: The Adventure of Link (NES)

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“Your head is, like, freaking gigantic, though. You should probably see a doctor. Still, good job with the whole hero thing.”

What a wonderful time it’s been re-playing Zelda II: The Adventure of Link! I’ve been playing a ton of NES in the past six months or so but I’ve mostly focusing on titles that are new to me, and while I haven’t played all the way through Zelda II in a few decades, it’s amazing how familiar it still feels. I wish I could be half this good at remembering other things like names, faces, people in general….

Anyway, Zelda II has developed a reputation for being a highly polarizing game that people either love or hate. This is weird to me because back when it came out, I recall encountering exactly zero players who claimed it was a “bad game” or not a “real Zelda game.” The game was just awesome and that was that. I suppose it might be because safe, iterative franchise culture was much less of a hunched gargoyle squatting on the games industry at that point. In fact, I’d wager that even trying to toss out the word franchise in conjunction with video games in 1987 would have drawn uncomprehending stares. Fewer games, even successful ones, got sequels at all and there were fewer preconceptions about what a sequel had to do. It was a new frontier and we were more open to novelty. Certainly, there were no “fandoms” yet. Ick. The original Zelda game has awesome overhead view action? Cool! Zelda II has side view action? Cool!

So yes, Zelda II ruled in 1987 and it still rules thirty years later.

In Zelda II, Link must track down the Triforce of Courage to awaken Zelda from a sleeping spell. He also has to avoid the literally bloodthirsty minions of the deceased Ganon who want to use him as a sacrifice to resurrect their vanquished leader. Link’s quest involves traversing the land and completing seven dungeons, each with its own boss. Along the way, Link visits several towns where he learns magic spells and new sword techniques to help out in the dungeons, usually by completing a short fetch quest for the townsfolk. The structure of the game as a whole is definitely a lot more linear than the first Legend of Zelda, which might be a sticking point for some. Exploration isn’t much of a priority here but combing the overworld won’t go completely unrewarded, either, since there are still health and magic upgrades scattered around to find.

I already mentioned that the action is presented in a side view format this time, with Link gaining the ability to crouch and jump. What I didn’t mention is that this feels amazing! Link’s movement and attack controls are buttery smooth here and are just so awesome to master. I genuinely feel that the combat in this game is one of the greatest pure play control experiences available in the NES library and the addictive feel of the swordplay is this game’s greatest strength by far. It’s definitely what keeps me coming back.

Another plus is the game’s score, which is phenomenal from title screen to end credits. I dare say it’s even better than than the original game’s! It’s a bit of a pity for me that these themes have been so neglected over the years while other games in the series have seen more musical callbacks in later installments. These are badass sword and sorcery adventure tunes at their finest.

There are light RPG elements in Zelda II but they don’t ultimately do much to help or hinder the game for me. They’re just sort of there. Kill enough enemies and the game will prompt you to increase your attack strength, magic power, or health. It happens at a natural enough pace that you shouldn’t need to invest a lot of time just grinding levels, unless you want to try to offset the difficulty a little.

Which brings me to the other major gripe people have with the game other than the perspective shift: It’s more difficult to complete than other Zelda games. This is true to a degree. The game never approaches a truly extreme level of difficulty but it does require a lot of practice and focus. Tougher enemies like the shield-toting Iron Knuckles and the axe-wielding Daira are tough, aggressive, and can deal a lot of damage unless you memorize and exploit their patterns. Link can also fall or be knocked into pits, which will instantly deplete one of his lives. That’s right: Lives. You start with three. Lose them all and you’ll continue back at the first screen of the game. Items collected, levels gained, and other progress is retained but you lose all experience points accumulated toward your next level. If you die in a dungeon, you’ll need to trek back to the entrance to try again and non-boss enemies will have respawned. It’s not the most punishing system in the world but it can be annoying to progress far into a dungeon only to perish and have to retrace your steps and re-kill everyone. If you’re patient and willing to work on learning your enemies’ weaknesses, though, the game is very much beatable in a reasonable amount of time.

So again I implore you: Don’t believe the negative buzz you’ll find online about this game. If you do, you’ll be missing out on one of the most stimulating and well-polished action-adventure experiences the NES has to offer, and that would be…an Error.

Get it? Like the guy in the game who’s named Error? Eh?

I’ll show myself out.

(Originally written 5/28/2017)

Faxanadu (NES)

Whelp, saved the world. Time to strut off into the sunset like a boss, apparently.

I found Faxanadu to be great in some ways, but overall very uneven. You play as an unnamed Elf adventurer who returns to his home town at the base of the giant World Tree to discover that an ominous meteorite has poisoned the water and twisted the Elves’ neighbors, the Dwarves, into murderous mutants. Of course, only you can sort this mess out.

Right off, I have to say that this game looks and sounds fantastic. The art and music combine to give the game a very effective dark fantasy feel. Enemies look twisted and foul and the various areas inside the blighted World Tree appear run down and eerie. The mist level in particular looks fantastic, with lurid purple-grey fog obscuring everything while an off-kilter, disturbing tune plays. For an NES game, the atmosphere is sublime.

The gameplay could have used more fine-tuning, though. Enemy placement is problematic throughout, with some unavoidable hits when enemies literally spawn in on top of you as you switch screens as well as enemies that love to camp directly at the top or bottom of ladders that you need to navigate, resulting in more forced damage. There’s also the matter of the pendant that you’re tasked with locating in the Tower of Suffer dungeon. Despite what the NPCs and the manual say, this item appears to be bugged and noticeably decreases your offensive power instead of increasing it, and there’s no way to be rid of it once you pick it up! If I’d been playing with a walkthrough, I’d have known that I should have skipped it but as it was I had to go back and re-input an old password, losing quite a bit of progress. Do yourselves a favor and skip the Tower of Suffer completely.

These frustrations weren’t enough to ruin the game for me, although the pendant debacle came close. Faxanadu is still a very fun action RPG with awesome levels, enemies, and music. It’s very short and mostly linear, so don’t expect a lot of tricky puzzles, branching paths, or backtracking, just a good, weird time. Go climb a tree!

(Originally written 4/29/2017)

The Battle of Olympus (NES)

Talk about going to hell and back….

The Battle of Olympus is an action-adventure game published by small Japanese developer Infinity in 1988. Subtitled “The Legend of Love” on its intial release in Japan, the game was a true labor of love. In fact, everything except its musical score was created by just two people: Then newlyweds Yukio Horimoto and Reiko Oshida. There definitely aren’t many games with this sort of development history behind them.

The game’s premise is essentially a retelling of the myth of Orpheus and Euridice, except that instead of traveling to the underworld to plead for his deceased lover’s life, Orpheus instead picks up his trusty wooden club and heads there to beat the immortal piss out of Hades himself until he cries uncle. Because video games make mythology way better. Along the way he also encounters a mixture of creatures and elements from nearly every other famous Greek myth: Hydras, minotaurs, cyclopes, the witch Circe, the pegasus, golden apples, winged sandals, the works.

The first thing people notice is that the game plays a lot like Zelda II: The Adventure of Link, except lacking the overhead sections and presented completely in a side-scrolling view. This is no coincidence, as the developers have admitted to being big fans. If you like Zelda II’s combat, you’ll probably enjoy Battle of Olympus’, although it can be a bit more difficult. Enemies are tougher to hit due to Orpheus being unable to stab up or down like Link learns to do in Zelda II and there seems to be more pits to worry about getting knocked into. A nice change from Zelda II is with the various other characters you’ll encounter, since all of them either say or do something useful. There are no pointless “Hello” or “I know nothing” NPCs here.

The game’s graphics are very beautiful for the system at the time and I love the colors used. There are a lot of bright pastel shades of pink, purple, blue and green. Some areas like the caves and forests are more subdued, but for the most part it really pops. The characters are large and well-drawn, generally quite recognizable for what they represent. I liked the score a lot, too, although it doesn’t have the same epic polish as Zelda II’s.

If I have one major qualm with the game, it’s the currency grinding. When you encountered a character in Zelda II that had an item or spell for you, they usually just gave it to you outright and there was no need for a money system at all. In The Battle of Olympus, they usually want a certain amount of red gems dropped by enemies (bizarrely referred to as “olives” in-game) before they’ll fork over whatever you need to proceed. So expect to find yourself grinding out lots and lots of weak enemy kills until you amass the 50-80 olives that each character demands. It’s pure padding at its worst.

Despite the grind, The Battle of Olympus is a compelling and memorable adventure with a fascinating and romantic story behind its creation. It flew under the radar at the time of its release and continues to do so 29 years later but it’s the perfect example of a hidden gem. Or maybe a hidden olive?

(Originally written 4/16/2017)

The Legend of Zelda: Outlands (NES), part two

Finally! That was quite an experience! I can’t emphasize enough that if you love the original Zelda and have mastered it, Outlands is the game for you. It’s fiendishly but superbly designed in a way that reminds me of the original Japanese version of Super Mario Bros. 2 (AKA “The Lost Levels”). Of course, the challenge here isn’t fast-paced platforming, but rather the mental effort involved in searching out and solving some of the most devious Zelda dungeons ever. Make no mistake: You’ll need to focus in and bring along every brain cell you can muster if you want to stand a chance of not getting hopessly lost. There’s none of that “getting your sword on the first screen” crap here, either. Expect to do some overworld and even dungeon exploring without it first!

Simply put, Outlands is more quality Zelda 1 gameplay and about as professionally made as NES fan games get. Highly recommended.

(Originally written 4/9/2017)

StarTropics (NES), part two

StarTropics: Because sometimes you just need to shove bananas in your ears.

So, what do I think after beating it? Despite what some have said, I don’t think it’s any kind of unsung classic or one of the best games on the system or anything like that. Not by a long shot. It is, however, extremely charming in a goofy way, packs some decent challenge, and is a worthwhile experience overall.

To elaborate:

As far as pros go, this game is beautifully presented, with colorful graphics, catchy music, and a relentlessly goofy story. The ending is even more elaborate than most other games from the era. It also provides a healthy challenge and a real sense of accomplishment when you finally topple the final boss.

But then the problems set in. First of all, the elephant in the room has to be the controls. Jumping and attacking feels fine for the most part, but the one thing you do more than either of those, simply walking around, feels absolutely horrid. Simply turning while in motion involves your character stopping completely, then turning in place, then pausing again for a moment before finally starting off in the new direction. It’s absolutely inane and makes the movement feel sticky, choppy, and delayed. Your character always seems to be playing catch up, several steps behind your inputs at any given time. This seems especially odd here because Nintendo themselves had previously nailed responsive overhead action controls in The Legend of Zelda years before! Another odd omission is that you can only jump straight up unless it’s onto a block or switch, despite the fact that there seems to be no good reason not to allow for a forward jump on open ground. I’ve heard this control defended by saying that it’s intended to allow you to change your character’s facing to attack in different directions without moving much if needed, but a very quick tap on the directional pad is sufficient to do this most of the time in Zelda, so I don’t buy it. Maybe it’s all the games like Contra and Ninja Gaiden that I’ve played recently where just moving around the screen feels really good, but the movement here was such a drag for me.

Additionally, this game is very linear, much moreso than the Dragon Quest and Legend of Zelda games that clearly influenced it. The dungeons are where all the real gameplay lives and the overworld segments linking them provide no real challenge (other than one very clever musical puzzle, perhaps) and little in the way of secrets to uncover. They could almost be replaced by static cutscenes with little real change to the core gameplay experience. At least some branching paths or sidequests could have helped make the overworld sections more interesting and meaningful.

Finally, character progression feels very limited because your inventory of found items is cleared both every time you die and every time you clear a dungeon. With only the ability to permanently gain extra heart containers and primary weapon upgrades, there’s not the same sense of variety and growth that a game like Zelda offers with its bow, boomerang, magic wand, etc.

But overall, StarTropics is good enough for what it is: A charming, simple, but deceptively challenging puzzle platformer. It’s definitely worth your time, once you set your expectations accordingly and adapt to some flawed play control.

Radicola!

(Originally written 3/22/2017)